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Hi Manuel
In 1.4 I was able to add vertex groups for particle hair with no problems but in 1.5 when I add vertex groups they get deleted when I initialize the character. I was wondering if this is a bug or if it's intentional?

Hello Human community,
I'm very impressed by the last version of MBLab and how he's the most active human's designer than ever !
However, I would like to know if you keep in mind the possibility to visualise viewport with BI ?

Hi Manuel
In 1.4 I was able to add vertex groups for particle hair with no problems but in 1.5 when I add vertex groups they get deleted when I initialize the character. I was wondering if this is a bug or if it's intentional?

After more experimenting with the addon I got some questions, though these might be more Blender things than the addon itself:

1, I noticed that after finalization if I clear transformations in pose mode (alt g/r) the armature will be slightly offset on the x axis, while switching to rest pose it is perfectly centered.. I thought clearing transforms= rest pose.. what can cause the diffrence? ((edit: I found that W menu/clear transform puts the character into rest pose contrary to alt+ g/s/r))

2, strange thing: if I load a bvh animation and switch to action editor, select the action the animation freezes, there are red underlines in everywhere (dopesheet, grapheditor). As a workaround I noticed that if I rename the action before selecting it then it will work fine.. no idea what could cause this.

btw: would you consider exposing the retarget tool so we could import more than one animations to the character after finalization?

Hey!
This is a really great addon. I work with it now since a few weeks. But if I finalize the character the proxys are weird. So the mesh is half outside of the clothes and they don't react to the armature.
Is this not implemented yet or did I miss something?
Thank you!

1.5 update looks great. Thx a lot. However it seems there is no longer a way to use a modified pose as rest-pose. It would be very handy to be able to pose in the lab and use that pose as rest-pose at finalizing like in older versions again. Otherwise this is a problem if you need an accurate rest-pose for retargetting (e.g. UE4) because Blender is unable to keep the mesh in its current pose if you apply a new pose to the armature. So you have to add the armature modifier and put it back after switching the rest-pose. But this does not work if there are shape-keys on your mesh as Blender could not apply a modifier if there is a shapekey.

1, I noticed that after finalization if I clear transformations in pose mode (alt g/r) the armature will be slightly offset on the x axis, while switching to rest pose it is perfectly centered.[...]

I cannot reproduce this.

Originally Posted by mzprox

2, strange thing: if I load a bvh animation and switch to action editor, select the action the animation freezes, there are red underlines in everywhere (dopesheet, grapheditor).

Red underlines mean that the path of the bone cannot be found. Anyway I cannot reproduce this. There are two cases: before and after finalization. Before the finalization there are no actions at all (because the animation is copied with constraints from an hidden skeleton). After the finalization it resulted always OK in my tests.

Originally Posted by mzprox

btw: would you consider exposing the retarget tool so we could import more than one animations to the character after finalization?

Yes, I'm already working on it. I will publish an article soon about the GUI and the production pipeline changes that will be introduced in 1.6.0.

Originally Posted by bobokox

Hey!
But if I finalize the character the proxys are weird. So the mesh is half outside of the clothes and they don't react to the armature. Is this not implemented yet or did I miss something?

Not yet implemented. I'm working to add a post-finalized proxy tool in 1.6.0.

Originally Posted by Neutronux

1.5 update looks great. Thx a lot. However it seems there is no longer a way to use a modified pose as rest-pose. It would be very handy to be able to pose in the lab and use that pose as rest-pose at finalizing like in older versions again..

Yes, this is part of the GUI and pipeline philosophy refactoring. I'm already working on it. I will publish an article about the changes soon, with a video about a new tool for animations.

Manuel, just to add my voice, I have only used the lab experimentally, having used MH previously. I haven't reached a stage where I even finalise a character, yet. I have, however, used your node setups for skin, and often test a composite scene using a lab character for lighting, scale etc.

I am truly in awe, and at some point, I will aim for a full usage when the correct scene to utilise it presents itself. Kudos

OK, solved: I was using a recent 2.78 build;
the official Blender 2.78c does, in fact, accept your version 1.5.
Fortunately, I had saved the Blender 2.77a, Bastioni 1.4, version of my test character,
as a .json file, and that came in just fine, with Blender 2.78c and Bastioni 1.5.

Is there a sneak preview of version 1.6 that we can try?

Last edited by Tom Telos; 05-Jun-17 at 05:07.
Reason: Found workaround

[...]Blender/BlenderLux0.8/17Jun05Bf2.78.app/Contents/Resources/2.78/scripts/addons/io_scene_obj/import_obj.py", line 318, in create_materials

This error is not from the lab, it is from your obj importer.
I don't understand what the obj importer is trying to do, since it talks about a glass material that doesn't exist in the obj used by the lab.
I see "BlenderLux0.8/17Jun05Bf2.78": what version of Blender are you using? A special build for Luxrender ? A daily build?

Perhaps your obj importer is trying to do more than an usual object importer, trying to create directly a glass shader for cycles.

Concerning the problem above, I further investigated about it and it seems that the current daily build can't load a wavefront obj that has more than one material, if the current engine is Cycles.

Can someone report it to Blender developers, please?

I have reproduced the attribute error below even with a simple object with two polygons and two materials:
-------------------scripts\addons\io_scene_obj\import_obj.py", line 318, in create_materials
context_mat_wrap.hardness_value_set = 1.0
AttributeError: 'CyclesShaderWrapper' object attribute 'hardness_value_set' is read-only
-------------------
Here is the plain txt of test obj and related mtl:

The importance of great skin textures

...it seems that the current daily build [ of Blender 2.78 ]
can’t load a wavefront obj that has more than one material, if the current engine is Cycles...

Truly bizarre bug, but frankly, I wouldn’t worry about it, because

(a) Your 1.5 does work with the official Blender 2.78c
(you may consider adding just a warning to that effect, on your downloads page);
(b) the big upcoming challenge for all Blender-related developers is Blender 2.80,
of which we can already sample pre-release builds, because that one,
we have been warned, will break some compatibilities.

Anyway: I really commend you for this splendid project of yours,
and for the way that you are handling the Blender integration. Kudos!

One important detail that I beg you to look into
is a standardized Uv map aimed at encouraging your enthusiasts
to develop photorealistic skin textures: such textures make all the difference
between a good game character and one that gives —wow!— renders.